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Specialisation: Individual Assets

  • Writer: Sara Eriksson
    Sara Eriksson
  • May 21, 2018
  • 2 min read

Below are the following assets that I have made in accordance with my Specialisation Project. Although I did not use all these assets in my final scene, I was however able to learn from all that I have made.

The crystals were incredibly easy to make, however it became more complicated when I had to adjust the transparency settings and add in lights so that they gave the illusion that they were glowing.

When I made the mushroom I played allot with the soft selection tool and beveling to achieve a smooth, natural shape.

The petals were slightly annoying to create as it is all one object, yet after a few tries I realised that I had to make each petal individually rather than simply extruding all the petals at once.

This is a low poly version of my Faerie castle. It was quite frustrating to make as I created it mostly from my imagination, and I am not very good at interpreting what I see in my head onto paper or digital etc. UVing this was also a nightmare due to the natural forms even when unfolding everything. I made a higher poly version of this for my final scene.

Using all that I learnt from the above models I created a mushroom house. The image to the right is when I started experimenting with normal maps, and so the final product used different normals and textures.

Making these leaves were 'buggy' so to speak as I was modelling on '3 mode' in maya. This made UV unwrapping a nightmare and so I didn't end up using this in the final scene.

These were so fun to make, however the UV's became worse and worse with every acorn I made which was so strange as I was unwrapping the same way with each one... And so inevitably the textures didn't look that great as the UV's were a mess.

Making these objects I learnt the importance of edge loops and the significance they play where using '3 mode'.

As you can see here the acorn UV's are not very good. And as the leaf texture's were so high quality, they stood out significantly against the acorns. I did not use any of these models in the final scene.

This is a screen capture of my Final Faerie Kingdom scene. Although It ended up being much smaller than I had first anticipated, I am still happy with the result. I feel its small base gives it a 'cute' look and allows for each element to stand out rather than be diminished by lots of assets and environmental assets (as my first idea was to bring it into UE4 and add in lots of assets from the kite demo package to 'busy it up', but i'm now glad I didn't do that).


I think I will make another Faerie scene in the future, however making it more intractable and on a larger map, yet I feel that this small scale kingdom has enlightened me on how to create more 'natural' assets which I didn't know how to do before.

A final rendered image with firefly effects added in on Photoshop

 
 
 

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